	//---------------------------------------------------------------------
	// Includes
	//---------------------------------------------------------------------		
	#include <Rendering/Enumeration.hpp>
		
namespace Rendering {

	//---------------------------------------------------------------------
	const BufferDetail Enumeration::BufferMapping[] = {	
		{3, 3*sizeof(GLfloat),  GL_FLOAT, GL_VERTEX_ARRAY },
		{3, 3*sizeof(GLfloat),  GL_FLOAT, GL_COLOR_ARRAY },
		{3, 3*sizeof(GLfloat),  GL_FLOAT, GL_NORMAL_ARRAY },
		{2, 2*sizeof(GLfloat),  GL_FLOAT, GL_TEXTURE_COORD_ARRAY },
		{2, 2*sizeof(GLfloat),  GL_FLOAT, GL_TEXTURE_COORD_ARRAY },
		{2, 2*sizeof(GLfloat),  GL_FLOAT, GL_TEXTURE_COORD_ARRAY },
		{1, 1*sizeof(GLuint),   GL_UNSIGNED_INT, GL_INDEX_ARRAY },
//TODO		/*{3, 3*sizeof(GLfloat),  GL_FLOAT, GL_INDEX_ARRAY }*/ 
		};
	//---------------------------------------------------------------------		
	const TEnumeration Enumeration::MeshTypeMapping[] = { 
		GL_TRIANGLES, 
		GL_QUADS };
	//---------------------------------------------------------------------	
	const PixelFormatDetail Enumeration::PixelMapping[] = { 
		{GL_RGBA8,  	 GL_RGBA,	   GL_UNSIGNED_BYTE, 4 },
		{GL_RGBA16F_ARB, GL_RGBA,	   GL_FLOAT, 4 },//GL_HALF_FLOAT_ARB
		{GL_RGBA32F_ARB, GL_RGBA,	   GL_FLOAT, 4 },
		{GL_RGBA8,		 GL_LUMINANCE, GL_UNSIGNED_BYTE, 4 },
		{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 1 },
		{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 1 },
		{GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 1 } };
	//---------------------------------------------------------------------
	const int Enumeration::TextureUnitMapping[] = { 
		GL_TEXTURE0, 
		GL_TEXTURE1, 
		GL_TEXTURE2, 
		GL_TEXTURE3, 
		GL_TEXTURE4 };
	//---------------------------------------------------------------------
	const TEnumeration Enumeration::TargetTypeMapping[] = { GL_COLOR_ATTACHMENT0_EXT, 
		GL_COLOR_ATTACHMENT1_EXT, 
		GL_COLOR_ATTACHMENT2_EXT, 
		GL_DEPTH_ATTACHMENT_EXT  };	
	//---------------------------------------------------------------------
	const TEnumeration Enumeration::TextureMapping[] = { 
		GL_TEXTURE_2D,
		GL_TEXTURE_CUBE_MAP };
}
